Have You Played… Rift

Rift (previously known as Rift: Planes of Telara) is a fantasy free-to-play massively multiplayer online role-playing game (MMORPG) developed by Trion Worlds. Rift takes place within the fantasy world of Telara. The game was released in March 2011.

Two competing factions composed of a selection of races and classes battle each other; as well as the enemies who emerge from dynamic rifts.

Rifts are areas of elemental instability that represent the intrusion of elemental planes into the land of Telara. Once opened, these rifts begin to spawn monsters that proceed to march towards important points on the map. It is up to players to defeat these monsters and to close the rifts. If rifts are left unchecked, the invading monsters will eventually conquer large portions of the map, inflicting casualties and significantly hampering the operations in that area. Entering the area around a rift triggers a prompt for the player to join a public group, rather than forcing the player to manually create a group. After sealing a rift, players are rewarded based on their contribution to the fight, such as healing, dealing damage, or buffing other players. The severity and locations of rifts are entirely dynamic. Rifts of six different types (earth, fire, air, water, life, and death) are possible, and rifts of different types will oppose each other. In addition, Non-player characters hostile to the player may engage rift invaders. With the addition of Storm Legion, Hunt Rifts can be summoned by players creating a “survival” style of combat where players defend conduits from waves of invaders culminating in a boss battle. Hunt Rifts have varying degrees of difficulty and as the difficulty increases the player rewards also increase.

Rift offers several types of dungeons/instances including Dungeons and Raids. Players may team up in groups of 5 to battle through Normal, Expert or Master mode Dungeons. Each level of dungeon challenges players to overcome unique strategies and encounters. Dungeons provide players with a chance to acquire higher level items and currencies to use throughout the game. In addition to Dungeons, players may also choose to enter 10-man or 20-man Raids which require teamwork and good equipment to be successful. Raids are considered end-game content and contain the toughest encounters Rift has to offer.

Each character chooses between four different callings: Warrior, Cleric, Rogue, or Mage. Each class starts with access to eight different ‘souls’ from that calling, which have trees to which they can allocate a number of points gained each level. Rift’s soul trees have two levels: branches, which are the specific abilities/bonuses that the player allocates the points to, and roots, which are the soul’s base abilities that are unlocked as the player allocates a certain number of points into the branches. All races may become all classes.

The soul system allows players to customize their characters to a high degree. The player chooses three souls from within their calling, and allocates earned points into talent trees for each soul. A Cleric wishing to tank may select justicar for its defensive properties and ability to heal the group as it deals damage, sentinel to increase his healing capabilities, and shaman to increase his melee damage output (thus increasing the amount of damage-based healing and threat generation). A Cleric may have both justicar and sentinel, but may have more points allocated into sentinel than justicar, and then choose warden as the third soul for its burst damage and heal-over-time spells, to make the character more of a healer than a tank.

Players may also keep up to twenty different soul configurations (called roles), which may be activated whenever the player is not in combat, meaning a player can switch from a healer to a damage dealer as the group needs. Because the player’s abilities come from the points allocated in the soul trees, two roles that share no souls will have no abilities or bonuses in common with each other. This allows players a greater degree of versatility than is normally allowed in MMORPGs. These combinations allow players to play multiple roles in PvE, PvP, party, and raid gameplay. Therefore, a rogue could either do ranged or melee dps, provide support, or tank. Clerics, unlike in other MMOs, allows for damaging and tanking abilities instead of being confined exclusively to healing. Mages provide both ranged and melee damage through direct damage and damage over time abilities. They can provide fantastic support via group or tank healing, as well as debilitating destructive debuffs and crowd control. Warriors can fulfill several roles, either damage, tanking, or support.

Rift’s character customization allows players to alter specific aspects of their avatars. Characters may change hairstyles, facial features, height, sex, tattoos, and skin colors during character creation. Originally, these attributes were unable to be changed in game, but patch 1.9 added a barbershop which allowed for re-customization of all aspects but race and sex. Each race has a limited skin color palette and set of race-specific features. For example, the Bahmi’s hairstyles for females include numerous bald or almost-bald options while the high elves have hairstyles that contain flowers. The player can also customize the appearance of all armor by applying a coloured dye or by using the appearance of another item. Rift also features an expansive wardrobe system. If a player finds a particular piece of equipment that pleases them visually, they can equip it in a wardrobe slot that overwrites currently equipped items, visual model. For each wardrobe slot, a player can equip alternate gloves, shoulders, boots, pants, and chest pieces. There are various vanity items that players receive for completing dungeons, quests, or rift events in game. All together, the player can purchase up to five wardrobe slots, with the price of each subsequent slot increasing substantially.

At launch, Rift included approximately 12,000 weapons which players could equip to their character. Weapon rarities are common (white), uncommon (green), rare (blue), epic (purple), and relic (orange). Weapons include swords, axes, maces, staves, wands, bows, guns, daggers, and shields. Swords, hammers, axes, and maces, and pole arms may also be two handed.